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Tlazcotl is an Old One worshipped by the Lizardmen as a deity who is said to embody the cold-blooded impassiveness of the Lizardmen race and his followers are unmoved by events around them, no matter how extreme or unnerving. The servants of this deity are said to be cold, patient and unresponsive, even for Saurus, and utterly devoid of emotion. As such, they are of course utterly unafraid, for nothing on earth troubles them. Sights that would reduce the boldest of men to quivering wrecks hold no terror for these warriors and they will continue fighting stoically until every last one of them lies dead or their foes are vanquished.[2]

Travellers from the Old World who have made actual contact with the Lizardmen describe them all as cold and impassive, yet a handful have had a misfortune of coming face to face with Lizardmen spawned under the influence of Tlazcotl.

A tinge of yellow is often noticeable on those spawned under Tlazcotl's cold eye. These Saurus reflect the impassiveness of the Old One Tlazcotl, and remain unaffected by even the most harrowing experiences.[1]

The white moon Old Worlders call Mannslieb is associated with Tlazcotl -- Skinks say it is the god's eye watching calmly from the heavens. The temple-city of Tlaxtlan was supposedly built by the god.[3a] Skink Priests in the Sacred Host of Tlazcotl must take their spells from the Lore of Metal[2].

Saurus of Tlazcotl[]

One tomb-raiding adventurer claims to have become shipwrecked south of Port Reaver in Lustria and to have made his way south along the coast, hoping to reach Swamp Town before pursuing pirates caught up with him, seeking to divest him of a golden mask he had plundered from Lizardmen ruins. A week into his journey he encountered a force of Lizardmen blocking his route and saw no alternative but to meet with them and negotiate safe passage through their domains[2].

His advance was met with stony silence and although the Saurus made no move to harm him, they certainly made no effort to communicate. Frustrated by the lack of communication and fretting that the Lizardmen might decide to detain him if he lingered any longer in their domains (thereby discovering the plundered mask he carried) the adventurer made off along the beach, casting nervous glances behind as he did so. It was only as he turned one last time that he saw the Lizardmen had deployed into a long battle-line, blocking the beach from low to high tide marks, and that the pirates who had pursued him along the coast for the last seven days were just coming into view.[2]

The pirates vastly outnumbered the Saurus but the Lizardmen showed no hint of fear as the ragged lines of Human cutthroats advanced. The ensuing battle was bloody in the extreme, as the bloodthirsty pirates threw themselves at the Saurus, but the Lizardmen would simply not give ground, though they were being dragged down by the savage horde smashing into their lines.[2]

As the sun began to set, the tide of battle turned, the pirates were simply too exhausted to continue their attack. They withdrew but the Saurus remained, guarding their domains as per some silent command or imperative. The adventurer turned and continued on his journey south, secure in the knowledge that the pirates would no longer be able to follow him, but he suffered more than a stab of guilt that so many Lizardmen had died, inadvertently facilitating his escape with their own treasure.[2]

Sources[]

  • 1: Warhammer Armies: Lizardmen (6th Edition)
    • 2a: pg. 51
  • 2: White Dwarf 300
    • 2a: pg. 55
    • 2a: pg. 55
  • 3: Warhammer Fantasy Roleplay 4th Edition: Lustria (RPG)
    • 3a: pg. 118